Spider Eater

Hirix's page

123 posts. Organized Play character for Cellion.




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Pathfinder Starfinder Society Subscriber

Let's talk about the new spells in the new Near Space book! Xenocrat did a neat post over here back when the Character Operations Manual came out that helped to highlight problematic, fun, and not-so-fun new spells soon after the book came out. Now that Near Space is out, it's time to do the same.

Near Space has a lot fewer spells to talk about, but some of them are quite interesting!
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Verdant Code (Witchwarper 1, Technomancer 1) - This one is in the ghoran section rather than with the rest of the spells. Quite a strange spell and quite tricky to parse how it works. You trigger a computer to sprout an enormous wave of sharp plant life that fills a really big area for a low level spell. A very potent damaging AoE spell for 1st level, but thanks to its targeting requirement, it can be difficult to get it to land (if targeting a foe's computer, they get an extra Will save to negate the spell entirely). The crowd control potential is also very high. Clever and prepared PCs can deal serious damage while also splitting up enemy parties when they successfully save. Very good as a 1st level spell. Maybe too good.

Acidic Mist (Mystic 1, Witchwarper 1) - Excellent area damage for a low level spell. In a tight environment, you may be able to trap enemies inside if your melee allies stand at the edges of the mist. The moment a creature takes more than one turn of damage from this spell, it starts way outperforming things like Overheat, which has trickier targeting, a smaller effective area, and only a single burst of damage. Doesn't block sight, so any enemies you trap inside are easy pickings.

Alter Enhancement (Witchwarper 2) - Very good tool for tackling unexpected challenges, but the duration means its effectively limited to combat. Can only swap to armor upgrades and fusions from the CRB, but that still gives you access to swapping between jetpacks and thermal capacitors, for example.

Daegoxian Spore Cloud (Mystic 3) - Doesn't block line of sight. Since fascinate breaks on observing an "obvious threat" and grants a new save when an enemy approaches, this may not control foes for very long, even if they fail their save.

Dampening Field (Everyone 2) - Very narrow spell. As far as I can find, there are currently two creatures whose only senses are blindsight (sound) or vibration. All other creatures have some other sense. Seemingly only useful in conjunction with invisibility to improve infiltration potential. Anyone have any clever ideas on how to use this?

Death Affinity (Mystic 3, Witchwarper 3) - Hoooo boy. Long duration and an enormous list of immunities and enhancement bonuses. The disadvantage of being targeted by effects that only target undead is relatively minor unless against well prepared opponents. The exhausted condition upon expiry can be cleared/reduced with a lesser restoration, conveniently also on the mystic list. Extremely powerful defensive buff.

Defrex Hardiness (Mystic 1) - For the low cost of a 1st level slot, this grants a scaling dollop of DR/- for minutes at a time while also providing a retributive effect every time the recipient is hit by an adjacent creature. Blows the Resistant Armor line of spells out of the water by granting more DR for a far lower level slot. Once you're at mid levels, there's no reason not to buff every ally not already suited up with the Enhanced Resistance feat, and refresh it whenever. Starfinder spell design previously has shied away from granting bonuses that scale with caster level, so this feels like a mistake that slipped through. Definitely in the too good category.

Junk Restraints (Technomancer 4) - Ouch. For a 4th level spell that requires set up (junk in range), this is a single target entangle spell that gets negated on a successful save. Since this doesn't specify that it holds the victim in place, a melee creature affected by it can even continue to fight while debuffed. Really quite awful. Compares incredibly unfavorably to the mystic spell Umbral Tendrils, which: doesn't require set up, affects an AoE, entangles on a failed save, and deals some damage too. Umbral Tendrils is also one level lower.

Junk Shard (Technomancer 1, Witchwarper 1) - I'm not sure why Paizo is so committed to the idea that technomancers should be about creating and reshaping junk... In any case, this spell deals average single target damage slightly worse than Mind Thrust, and on par with the standard action magic missile (after calculating expected rates of successful saving throw). Low range, but it leaves behind junk to combo with your other spells if you're a technomancer. Nothing mind blowing, but a fine low level damage spell.

Modify Outcome (Witchwarper 4) - Once 4th level slots are no longer premium slots (ie, once you have 6th level spells), you're always going to want to have a few of these. Almost free in terms of action economy, and activatable after you know an ally has failed. This kind of effect is tremendously strong insurance against disaster. Significantly better than the 3rd level Probability Prediction, since it is used reactively and only on a known failure.

Personal Gravity (Technomancer 2, Witchwarper 2) - While in zero-g, does this let you choose the orientation of your personal gravity? What if you move from one region of gravity to another? Do you choose again how it affects you? There are many such questions that will come up any time you use this spell. That said, its quite good. More or less eliminates having to make tricky skill checks to move competently in zero-g, lightens gravity to protect you from falls or help you jump, or even just helps you move on high gravity worlds. Probably best as a spell gem in your toolkit than as a known spell.

Planned Obsolescence (Witchwarper 3) - Slapping the archaic property on weapons reduces their damage by 5 against PCs. Not a bad debuff, but possibly not a very relevant one if the enemy has another weapon. Turning armor archaic removes its personal comm and environmental protections, in addition to deactivating its armor upgrades. Depending on the environment you're in, this can be a save or die due to its negation of radiation or toxic environment protection. One mode or the other will definitely have a use, which makes this a fairly solid spell.

Polar Vortex (Mystic 3, Witchwarper 3) - Note that the devs FAQ'd that this is a 3rd level spell. Same damage, range, and area (more or less) as explosive blast, but also: makes the area difficult terrain, blocks non-energy ranged weapon attacks (wind gives them a -8 penalty), ignores spell resistance, and serves to control flying creatures. The split damage type between bludgeoning and cold means it'll be resisted more often, but otherwise its a big upgrade over explosive blast, packing area control together with high damage. Poor explosive blast looks a little sad now.

Reanimate Construct (Mystic 4, Technomancer 4) - Since this functions as animate dead, I assume you have to pay the credit cost for animating creatures, even if it doesn't say so explicitly. It's unclear if you can reanimate a construct whose CR is higher than half your level. I assume not, since that's a restriction that's in animate dead. This may make it tricky to use this spell, as you're rarely fighting and destroying robots whose CRs are half your party level. Otherwise, a friendly low-CR robot slave is a great scout and poor combatant. A clever spellcaster can find a way to make good use of infinite duration allies like this :).

Summon Drift Beacons (Everyone 6) - It's a narrative shaping spell, either used by NPCs or used once a campaign by players in a big power-play moment where they summon their fleet of allies to engage the enemy fleet while they do something else. Cool, but not for general use.

Supercharge Armor (Technomancer 2) - Hardness doubling and light shedding is pretty unimpressive, but it grants a good amount of temporary hit points. Unfortunately, the low duration means trading a standard action in combat to negate or partially negate an enemy hit, and only if the creature you buffed is the one getting beaten up. Not great. Compares terribly to Defrex Hardiness (on the duration, spell level, and amount of damage potentially prevented fronts) but Defrex Hardiness is busted, so take that with a grain of salt. At high levels when you can prebuff and engage combats at your leisure, this becomes a staple thanks to its scaling temp HP and low spell level.

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Mystics and Witchwarpers seem to have won out this time with some very solid defensive spells, and a few offensive ones that make the technomancer blasts look a little old and crusty. Only a few things that look immediately problematic. In my own games, I probably would want to ban Death Affinity and Defrex Hardiness.

So what do you guys think? What do you like? What are you concerned about existing out in the wild? What do you think will get ban hammered for SFS?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Hi all and welcome to this table of SFS1-26, Truth of the Seeker for Outpost III! Looks like we have a small group this time around, and a few people that are undecided as to which character they're bringing. It looks like there's one high tier and one low tier character so far. Since it *is* a 4-man group, playing down for the single high level will likely be the safer option, though you guys can decide which combo you want to do.

Once you work out what character you'd like to bring, please provide the following:

1. Player Name for the chronicle
2. Character Name
3. Class and Level
4. SFS# (and dash)
5. Which faction will you be championing?
6. Day job Roll (if any)
7. Favorite Color of Skittermander

Also, if you have anything odd/unusual about your character that I should know, please say so now.

Go ahead and dot into gameplay as well when you're ready. I'll be dropping a initial scene setting tomorrow.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

En Avant!
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Dot in here please


Pathfinder Starfinder Society Subscriber

Hi All! I'm coming in with a complicated set of questions around one very strangely written spell...

Starfinder CRB wrote:

Entropic Grasp T3

School transmutation
Casting Time 1 standard action
Range touch

Targets one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round
Duration see text
Saving Throw Fortitude negates (object); Spell Resistance no

Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can’t fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect.

You can employ entropic grasp in combat by making a melee attack against your opponent’s EAC. If you hit, you instantaneously reduce a manufactured armor’s KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor’s armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage.

Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item.

Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell.

Casting this spell doesn’t provoke attacks of opportunity.

Has anyone used this spell? If so, have you thought about any of the following questions and worked out reasonable answers for them?:

  • A starship is a very large manufactured object. An automatic door in a building is also a large manufactured object. When do these objects count as being attended? As written, this spell seems to be able to vaporize any secure door of any hardness, punching a 3ft radius hole in it.
  • What is the Engineering skill check to restore a damaged armor? How long does it take and what are the DCs?
  • When making a sunder maneuver using this spell, do you add bonuses for Improved Combat Maneuver to your attack roll?
  • Does damage from the sunder maneuver bypass hardness? (As written no, but this means it has a good chance of having no effect at higher levels)
  • How does this spell have a different duration if cast in combat? For example: if during combat I want to vaporize the space station's airlock door, why does that only use up one round vs. using up the whole spell if I want to do that out of combat?
  • Does the part about "the target can attempt a save to negate each melee attack" apply to the attack vs. manufactured creatures? What about the attack vs. an opponent's armor to reduce its AC? What about the sunder maneuver? I'm not clear if its intended to apply to all of these or not based on the wording.
  • Does the "nonmagical" target restriction apply to attempts to sunder or reduce AC?


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Dot in with your character alias, then check discussion if you haven't.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Welcome all! If you've gotten selected, chime in here and get yourself settled in nice and comfy. Feel free to make your own OOC introductions and get to know one another. We'll be here a while :)
    There's a few items to sort out before we get started.

    -----
    Starship Roles and Character Rebuilds
    In selecting PCs, I've made some effort to ensure there is some variety in what the party is capable of, getting a mix of ranged, melee, skills, and magic. But what I wasn't able to resolve was getting a well balanced Starship crew. As a result, I'd like to open the floor for your guys to make adjustments to your characters (if you'd like) to cover skills or get starship roles filled.

    To ease the character build burden on this mystic and solarian heavy party, I'm instituting the following house rule:

    For the purposes of Gunnery checks, you may use either Dex or Wis as your skill modifier.

    Character Corrections
    A few of you have some errors in character creation. I'll run you through those soon so you can get them corrected before we start.

    Collective Backstory Generation
    So this AP starts with all the PCs already knowing each other (at least as acquaintances, if not longer term) and working together on a rickety Starship. Take a look at each others' backstories and star working out how you might have ended up together!

    The adventure itself will start with you handling a very mundane task - delivering a shipment from Absalom Station to the Dawnshore Spaceport within the Sun's Burning Archipelago. But this very humdrum task will quickly be interrupted by a crisis that thrusts your characters into an adventure that'll take them all over the Sun.

    Burning Archipelago? Mataras? Whats all this?
    The Burning Archipelago is the initial focus of this AP - a set of cities floating in magical bubbles within the outer surface layer of the sun. These bubbles magically maintain a habitable interior and shield the cities within from the sun's radiation and blinding brightness. When a starship approaches the appropriate area of the sun, a narrow tunnel opens an entrance to the Burning Archipelago, specifically to the Dawnshore Spaceport; the outer end of the tunnel is guarded by the Sunrise Station, which is garrisoned by the Sarenite Dawn Patrol, who checks whether visitors have legitimate business in the Burning Archipelago or not, and keeps watch for any suspicious individuals.

    Each of the Burning Archipelago's bubbles has its own unique flavor. Cities include the heavily religious central bubble of Dawnshore, containing the Radiant Cathedral of Sarenrae, as well as the more corporate Fireside or scientifically-focused Stellacuna. The bubbles are connected to each other and kept in a static formation by energy tethers. At the ends of each tether are magical membranes which all vessels must go through if they want to enter or exit the bubble. Linecrawler ferries hug the tethers, while those in a hurry can charter sunskimmers, vehicles built to harness solar winds.

    You can read more about the Sun in The Starfinder CRB, but I'd recommend skipping the Pact Worlds writeup - in part because of spoilers, and in part because I may be making some minor adjustments that will contradict minor elements of what's written in there.

    Building a Starship?
    So you get to start with a Starship in this AP. I'll leave it up to you guys if you want to build a Tier 1 Starship from scratch using the normal starship building rules, or if you want to select one of the prebuilt ships from the various books to use instead. Archives of Nethys has a good selection of ships to choose from if you want to try that.


    All is not peaceful in the roiling heart of the Pact Worlds' sun!

    A mysterious entity from the plane of fire has set their eyes on the star, intent on seizing it for themselves. But unable to explore the depths of their star, the people of the Pact Worlds remain unaware of the threat. Can the heroes piece together the clues to what’s happening in time? Or will their extraplanar nemesis' mysterious plan change the nature of the Pact Worlds forever?
    ------------------------------
    What is this?
    Welcome to this recruitment for the Dawn of Flame AP played in PbP here on the forums. This is a 1-12 Starfinder Adventure Path that brings PCs from the surface of the Pact Worlds' sun down into its inner depths, eventually facing down strange and alien threats from other planes. Its a bit more science-fantasy than the other APs, but not dramatically so.

    ------------------------------
    About Me:
    I'm an experienced Starfinder GM here on the boards, currently GMing a long-running Dead Suns campaign as well as the occasional Starfinder Society game. I run consistent, reliable games with a higher than average focus on roleplay. I enjoy expanding and extrapolating upon the content in an AP to shape it around the characters that the players bring to the table - and to that end, I like GMing for players that engage themselves with the setting, narrative, and the stories brought by their fellow players.

    ------------------------------
    Recruitment Details:
    This will be a fairly fast moving play-by-post, running 1-2 GM posts per day every day including weekends. I expect players to keep up 1 post per day minimum - more if possible or if the situation warrants it. I'll warn from the get-go that I will replace players that can't keep this pace up long term (though as usual, if you have conflicts and vacations that stop you from posting for a few days, just give the group a heads up and it'll be no problem). Note that I'm looking to recruit four active players for this game rather than the more typical six for PbP.

    This game will include SFS credit, run in Campaign mode, if players are interested.

    -------------------------------
    Character Creation:

  • Make a 1st level character, with standard wealth (1000 credits)
  • All CRB Classes OK.
  • Most races OK. If its not from the CRB, ask. Most will be approved.
  • Other character options and equipment can be from any non-AP book. Once we get started, options from Dawn of Flame will also be allowed.

  • Give me a one to two paragraph summary of what your character is about - their personality, background, or whatever detail you feel is important. Express Yourself! I'll be using these one or two paragraphs to get a feel for your character, as well as for your writing style. You can have more than two paragraphs of backstory, but put any further detail in your profile instead of in this thread.
  • Note that this campaign starts with the PCs already working together with their own (rickety) starship. Make sure you're not bringing a lone wolf character, someone who doesn't play nice with others, or someone who wouldn't be willing to work (at least in the beginning) for a group of scientists.
  • Note that while there isn't a player's guide to DoF, there are a few major thematic elements that you can use to either make a character better match the story at hand, or make a character whose background and/or personality plays off those thematics somehow. See the following spoiler for a brief summary.
    Dawn of Fire Themes:
    The Sun is beautiful and life-giving, but also mysterious and dangerous. While the Pact Worlds rely on their sun for much of the energy that powers their technology, few understand it very well, and even those are only aware of the outermost layers. Maybe you live within the Burning Archipelago, the magical bubble cities that lie within the sun's outermost layer? Maybe you study the sun and its mysteries? Maybe you stand to benefit from exploiting its power? The possibilities are many!

    As a celestial body, the sun is of interest for both Solarians and the followers of Sarenrae Both groups keep a physical presence near the sun and have great stakes in what might transpire in or near it.

    The sun has a strange psychic aura - one that presses down oppressively on races with telepathy Races with telepathy find themselves feeling anxious, irritable, and pessimistic with unpleasant regularity as the psychic pressure builds and fades. Maybe your character has telepathy, or your character is interested in this phenomenon.

    While no one knows for certain, some people theorize that there are unknown aliens that live within the sun's harsh environments. While most people consider such theories as fanciful, one organization, the Deep Cultures Institute, takes such investigation quite seriously. They hope to delve into the depths of the sun themselves and find these aliens if they exist. Perhaps your character shares these aspirations? Or perhaps they have their own reasons to be interested in extending a hand to unknown alien species?


    -------------------------------
    Once you make a character with the above rules and have put its details in your profile, also include answers to the following questions with your application:
  • What's your experience with PbP and/or Starfinder?
  • If you've played PbP before, link me two gameplay posts you've made that you're proud of or think are you playing at your best. If you haven't played PbP before, find me one or two gameplay posts by someone else here on the forums and tell me what you like about them.
  • Do you agree to keep up with the 1+ posts per day described above, and acknowledge that if you can't maintain that you'll be replaced?
  • If you have vacation or other reasons to be away for a while, I'll want to bot you. Are you OK with being botted?
  • Anything else I should know about you or your character?

    -------------------------------

    Recruitment will be open until Sunday 8th September, 9PM EST.
    Let me know if you have any questions!


  • Pathfinder Starfinder Society Subscriber

    With the final volume of Starfinder's Dawn of Flame adventure path finally released, I'd like to gauge the appetite here on the forums for a PbP run of this Path. Surprisingly, I haven't been able to find ANYONE running a recruitment for this AP on the forums thus far. Not sure if this is just a matter of no GM stepping up to the challenge, or if people aren't that into the themes.

    Spoiler-lite blurb for Dawn of Flame wrote:
    All is not peaceful in the roiling heart of the Pact Worlds' sun! A mysterious entity from the plane of fire has set their eyes on the star, intent on seizing it for themselves. But unable to explore the depths of their star, the people of the Pact Worlds remain unaware of the threat. Can the heroes piece together the clues to what’s happening in time? Or will their extraplanar nemesis' mysterious plan change the nature of the Pact Worlds forever?

    I'm thinking of running this as a fast-moving Play by Post for 4 players. If there's enough interest, I would start recruitment some time in the next week.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-16 Dreaming of the Future for PbP Gameday VII! We'll be getting started in about a week from now at the beginning of the Gameday proper. While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Dot in here. Game will start at the beginning of Gameday VII (26th Aug)


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-20 Duskmire Accord 9 for PbP Gameday VII! We're still a few weeks away from the start, but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Go ahead and dot in. We'll start at the start of the Gameday.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi all and welcome to this table of 2-00, Fate of the Scoured God! Its a while before we start, but never too early to get the paperwork out of the way.
    The game starts August 26th at the beginning of Gameday! In the mean time, please give me some answers to the questions below and get yourself dotted in to the gameplay thread.

    GENERAL INFORMATION:
    Have you played/GM'd any of the following? Please point out which ones you've specifically played on the character you're bringing to this game.

    SFS 1-04, Cries from the Drift
    SFS 1-05, The First Mandate
    SFS 1-11, The Pursuit of the Scoured Past
    SFS 1-13, On the Trail of History
    SFS 1-27, Return to Sender
    SFS 1-34, Heart of the Foe

    Do you have an up-to-date botting spoiler in your profile? (Specials run FAST, so this is all but mandatory if we don't want to be waiting on folks)

    Do you promise to give me and your fellow players a heads-up in discussion if you're going to be unable to post for multiple days?

    What's been your favorite SFS scenario with this character, and why? (give us a link to a particular moment if you'd like)

    CHRONICLE INFORMATION:

    Player Name:
    Character Name:
    Class and Level:
    Character Number:
    Slotted Faction:
    Day Job:


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Please deliver thine stealthy dots to this gameplay thread. Then apply thy powers of deletion to thine stealthy dots such that they are erased for all time.


    Pathfinder Starfinder Society Subscriber

    So one of my solarian players recently pointed out a vagueness in the rules for solarian revelations.

    Some revelations have text in their second half that gives you a bonus or makes them better when you are 'attuned or fully attuned'. For example:

    Gravity Anchor (Su) wrote:
    When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.

    Based on the verbiage in the Graviton Mode and Photon Mode entries for the Solarian, I'd always assumed that these powers got their attunement benefits whenever you were attuned to the mode that matched the power. Ie, you got the attunement benefit of Gravity Anchor only while attuned to Graviton, since its a graviton power.

    However, my player pointed out that it doesn't say this explicitly anywhere. Instead, he argued that the attuned or fully attuned clause is intended to limit the improved version of the revelation to only combat against significant enemies.

    How are people ruling on this? Is there some description or entry I missed that clarifies it?


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    This morning, each of you received a summons to your comms from Zigvigix, leader of the Starfinder Society's Exo-Guardians faction. His message was uncharacteristically terse and somber - just that he needed a group to investigate an internal Starfinder affair, and that you were high up on his list of people he could trust. The message ended by specifying that you were to find Zigvigix at the warehouse in the Downlow District that now serves as the faction's increasingly permanent base of operations.

    ---

    As you enter, you find the building buzzing with activity. A smell of ozone wafts through the conditioned air of the warehouse. Makeshift offices full of equipment and furniture are in the process of having more permanent walls erected around them. Construction crews outside are working on the installation of heavy blast doors to replace the original building's security shutters. In the back of the building, you notice a heavily augmented host shirren conversing with a rather short and grumpy looking vesk. The shirren, Zigvigix, notices each of you as you arrive and telepathically sends a greeting in the middle of their conversation.

    'Hello! Welcome! Give me a bit, this gal's a tad touchy about interruptions.'
    ---

    Feel free to greet and introduce yourselves as you arrive, I'll start with the briefing once we have most people checked in.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-30 Survivor's Salvation! We'll be starting shortly, but as you wander in please feel free to enjoy a free beverage sample from our swim up bar. Oh, and please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played 1-01 or 1-04 on this character? (If you haven't it's not a big deal)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


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    Pathfinder Starfinder Society Subscriber

    With the confirmation from Owen KC Stephens that operative weapons used for a combat maneuver allow you to apply your DEX mod to a grapple check, I was inspired to make a 5th level Vanguard Skittermander build focused on grappling.

    5th level Grapplemander:
    Grapplemander
    Female Skittermander Vanguard (Boundary) 5
    NG Small Humanoid (Skittermander)
    Init +9; Senses Perception +X; low-light-vision, darkvision 60ft.
    --------------------
    Defense
    --------------------
    KAC 25, EAC 23
    HP 44, SP 55, RP 5
    Fort +7, Ref +9, Will +3
    --------------------
    Offense
    --------------------
    Base Atk +5
    Speed 25 ft.
    Melee (grapple)
    Harmonic Vibrogarrote >Entropic Strike< +19 vs. EAC+8 (1d6+8 Fo; force, conceal, grapple, operative, powered, throttle, block. Critical: deafen)
    (As a throttle weapon, this only does damage on grapple attempts)
    --------------------
    Statistics
    --------------------
    ====Abilities====
    Str 10 Dex 19+2 Con 16 Int 10 Wis 12 Cha 13

    ====Feats====
    Improved Maneuver (Sunder)
    Improved Combat Maneuver (Grapple): +4 on grapple attempts.
    Weapon Focus (Advanced Melee Weapons): +1 to attack rolls with advanced melee weapons.
    Coordinated Shot: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

    ====Combat Gear====
    Harmonic Vibrogarrote, Tac. Starknife (Called), Vesk Overplate I (Infrared Sensors), Field Tactical Shield.
    Other Gear
    Standard kit of stuff. Ring of Resistance Mk 1 (Will).

    ====Racial Capabilities====
    Grappler: Skittermanders get +2 to grapple checks.
    Hyper: 1/day can take an extra move action.
    Low-light Vision: Low-light vision.
    Six-Armed: You have 6 arms.

    --------------------
    Special Abilities
    --------------------
    Entropic Pool
    Aspect (Boundary)
    Aspect Insight -> Sunder, +2 perception
    Aspect Embodiment Once per combat, when an attack misses you or hits you but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action.
    Mitigate
    Vanguard Disciplines -> Constant Vigilance, Interfere
    Reactive 1/day take additional reaction.
    Weapon Specialization!
    Entropic Attunement -> Force

    Being able to target EAC with your maneuvers stacks with all the other goodies that being a grappling skittermander gets you, making your grapples (and pins) very likely to land. When you land a grapple, you do throttle damage based on your entropic strike, which scales far better than any normal throttle weapon, granting better dice at high levels and higher weapon specialization scaling. Furthermore, the block property of your weapon improves your AC against your grapple-target's attempts to escape the grapple.

    Against combatant foes of the same level as you, you can expect 75% chance to land a grapple and 50% chance to pin!

    Since grapple uses a standard action, once you're in melee you can spend your remaining move action on positioning a shield against your grapple target. You can position the shield for another +1 to AC, bringing your KAC+8 up to an eye-watering 35. A CR5 creature's +14-+15 to hit will have a very hard time breaking through that.


    Pathfinder Starfinder Society Subscriber

    The current dying rules in update 1.5 and 1.6 are quite a bit better than the ones we started with at the beginning of the playtest, but they still have a number of problems from my perspective. Of these, I think the most critical ones are:

  • The system adds unnecessary complexity to play. There are multiple additional conditions to track that interact with one another. Between dying stacking up via initial damage, critical hits, additional hits, failing saves, and interacting with wounded, there's a lot to remember. The player has to track two new conditions: wounded and dying.
  • It lacks even a veneer of verisimilitude. There's little difference between a strong hit knocking you into dying and a weak one doing so. Being at 1 HP and taking 50 damage from a dragon and being at 1 hp and taking 2 damage from a villager is treated identically by the system.
  • Incoming damage while dying is handled too crudely Persistent damage is extremely good at killing you. While unconscious, incidentally burning for 1 point of damage each round makes the recovery roll minigame almost impossible to win by ticking up your dying condition by 1 every round. And much like above, there's no difference between a dragon striking you with its claw once each round and taking 1 persistent fire damage, your dying value ticks up by 1 either way.
  • Hero points short-circuit the whole system. Hero points are so effective at preventing death that its almost impossible to die.

    -------

    Considering this, I'd like to propose an alternative set of dying rules that makes use of negative HP, ala PF1E, but incorporating some of the PF2E design goals.

    Alternate Dying Rules:
    Getting Knocked Out:
    When you take damage that drops your HP to 0 or lower, you are knocked out. When this happens you:
    1) Fall unconscious (gaining the unconscious condition). If it was currently your turn, your turn ends.
    2) Immediately move your initiative position to directly before the creature or effect that knocked you out.
    3) If the damage was lethal damage, you gain the dying condition.
    4) Nonlethal damage applied against a target with positive or 0 HP can never reduce the target below 0 HP, and does not cause them to gain the dying condition.
    (If the target of nonlethal damage was already at negative HP, the nonlethal damage is treated as lethal damage)

    Dying:
    While you have the dying condition, you are at death's door. At the beginning of each of your turns, you must make a Fortitude save or die. The DC for this saving throw is equal to half your current negative HP (ie. if you are at -15 HP, the Fortitude save is DC7). A natural 1 is not an automatic failure or critical failure on this save.

    Massive Damage:
    If you ever take damage in excess of your maximum HP (referred to as taking massive damage), you must immediately make a Fortitude saving throw. If you fail this saving throw, you die. The DC for this Fortitude saving throw is equal to half your current negative HP, or an extreme difficulty saving throw for your character's level, whichever is more difficult.

    Heroic Endurance:
    Whenever you would need to make a Fortitude saving throw or die, you can choose to spend 1 Hero Point to automatically succeed at the saving throw. If this saving throw was required due to massive damage, you must instead spend 3 hero points to automatically succeed.

    Recovering from Death's Door:
    There are three basic ways to recover from the dying condition:
    1) If you remain dying and unconscious for 10 minutes, at the end of that period you lose the dying and unconscious conditions and return to 1 HP. (To determine if you die during an extended period of remaining within a dying state, take a 1 on your Fortitude save vs. death)
    2) At the beginning of your turn while unconscious and dying (before making your save vs. death), you may spend 3 hero points to immediately lose the dying and unconscious conditions and return to 1 HP.
    3) If while unconscious and dying you are healed to 1 HP or higher by any effect, you lose the dying and unconscious conditions.
    ------

    Here are the advantages (as I see them) of this proposed system:

  • Less Tracking The only pool you track is your HP, something you already had to track before.
  • Rules are simple to remember While unconscious, you make a Fort save at the start of your turn whose DC is easy to calculate using the info the player has at hand: half their current negative HP. You don't need special rules for handling crits while unconscious, outcome tables for recovery rolls, or any other rules.
  • Hero points can keep you alive, but don't cause HP ping-pong In a tight spot, a hero point will give you another round on the verge of death for your allies to pull through with some healing. It's only by burning 3 hero points that you can quickly get back into the fray: a considerable cost.
  • No counting on luck to bring you back to consciousness via recovery flat checks If you're not too far into the negatives, you return to consciousness after 10 minutes on your own. If you *are* far into the negatives your team needs to help you out.
  • When you're close to death, different amounts of damage are scary in a logical way Taking 50 damage when you're already down is appropriately frightening, rather than easy to disregard. Taking 1 point of persistent damage when already down is negligible, rather than a death sentence.

    Like PF2E's existing system, these alternate dying rules give PCs leeway when knocked unconscious, providing time for PCs to rush to each other's aid in heroic fashion. Going straight from fighting to perma-death is very unlikely. OTOH: From using these in one session with my players, they make dying a little more "sticky", it takes a little more effort from the party to bring a dying teammate back into the fight, reducing the amount of ping-ponging into and out of an unconscious state.

    Thoughts? Suggestions? Is this an improvement or does the Update 1.5 system work well for you?


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi all and welcome to this table of SFS1-09, LIVE EXPLORATION EXTREME! Looks like we have a bit of a mixed level group, so we'll have to sort that out before starting.

    Once you work out what character you'd like to bring, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Favorite Flavor of Zo! Refreshing~, the Zo!-branded soda drink sensation sweeping the Pact Words

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay as well when you're ready.
    (For you newbies, "dotting into gameplay" involves making any post in the gameplay thread and then deleting your post. This causes the gameplay and discussion threads to show up on the Campaign tab of your profile and is a good way to make sure you're not missing any posts!)


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Ouvre-toi!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-05 The First Mandate for PbP Gameday 2018! We're still a while out from the start (on the 13th of August), but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay as well when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Thread Go!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Thread UP!


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-16 Dreaming of the Future for PbP Gameday 2018! We're still a while out from the start (on the 13th of August), but please check in when you're ready! While we're getting organized, please provide the following:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Go ahead and dot into gameplay when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to this table of 1-10 The Really Friendly Streets. I'm really looking forward to running this Exceptionally Benign scenario for all of you guys. While we start getting organized, I'd like to get the following from each of you:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played the SFS Into the Unknown Quests this character?
    8. If your character was asked what their ONE FEAR is, what would they say?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Adeat Thread


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Dot at your convenience.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to the higher tier table of 1-12 Ashes of Discovery. I'll be staggering the start of the two tables a little bit (I didn't expect this one to fire so quickly!). In the mean time, I need the following from each of you for later use:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played SFS 1-01 with this character?
    8. What is your favorite color (from 1 to 10)?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Please dot in when ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Hi and welcome all to the lower tier table of 1-12 Ashes of Discovery. In the mean time, I need to following from each of you for later use:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Have you played SFS 1-01 with this character?
    8. What is your favorite color (from 1 to 10)?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Adeat thread.


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Alright, time for another run around the Commencement block! We'll probably have a few days here for some other stuff to wrap up before we get started. In the mean time, I need to following from each of you for later use:

    1. Player Name for the chronicle
    2. Character Name
    3. Class and Level
    4. SFS# (and dash)
    5. Which faction will you be championing?
    6. Day job Roll (if any)
    7. Are you new to SFS?

    Also, if you have anything odd/unusual about your character that I should know, please say so now.

    Feel free to dot the gameplay thread when you're ready.


    Pathfinder Starfinder Society Subscriber

    With the new rules for NPC stats in Starfinder, there's no longer a direct connection between NPC KAC/EAC and their other stats. Normally, this isn't too much of an issue, but it adds a weird problem when considering what happens when an NPC gains the encumbered condition.

    Encumbered wrote:
    While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.

    How exactly does reducing an NPC's max DEX bonus to AC to +2 affect their KAC/EAC under this system, or does it even have any effect at all?

    Keep in mind that there are creatures that have in their stat line:
    +3 dex mod
    Armor with +0 EAC, +1 KAC, +6 max dex bonus
    EAC 10 / KAC 12


    3 people marked this as a favorite.
    Pathfinder Starfinder Society Subscriber

    That first cityscape wide shot. Wow. Apostae is looking a lot slicker than I would have thought.


    2 people marked this as FAQ candidate.
    Pathfinder Starfinder Society Subscriber

    So I was looking through the Technomancer spell list to work out how to build my support Technomancer, and I saw the Microbot Assault spell. At first glance it didn't seem particularly good, but I decided to run some math to work out how it stacks up in terms of effective damage. While doing so, I realized that this spell left me with so many questions...

    Here's the spell:

    Starfinder CRB wrote:

    Casting Time: 1 standard action

    Range: close (25 ft. + 5 ft./2 levels)

    Duration: concentration + 1 round

    Saving Throw: none

    Effect: distracting cloud of microbots

    Spell Resistance: no

    DESCRIPTION
    You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets.

    The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective.

  • You summon them as a standard action. Do they immediately get to split up and move, or are they stuck as a 10ft square on the first round? Do they apply their harrying/covering fire on the turn they're summoned?
  • Can they move as far away as they want in pursuing targets? Is there a max range they can travel, or are they restricted to "close" range?
  • If you summon them when there's no hostile creature within your line of sight, but there is one or more further away, will the cloud seek those creatures out? What if the creatures are invisible but close by? Does the cloud know where to go? Does it rely on your senses? Its own senses?
  • Does the covering fire apply to only the first attack made against one of your allies? First attack against each of your allies? The wording of the spell seems to imply it applies to "anyone attacked by" the foe.
  • If they enter the square of a creature on your turn and grant covering fire, but the creature leaves their square before attacking, does covering fire still apply?


  • Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Opening...


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

    Discussion thread open sesame.


    Pathfinder Starfinder Society Subscriber

    I recently noticed this feat in Paths of the Righteous:

    Strike True (Combat) wrote:

    Pre-req: Combat Expertise, base attack bonus +6

    Benefit: You can focus yourself as a move action. When focused, you gain a +4 bonus on your next melee attack roll before the end of your turn

    It seems... pretty bad. The kind of pretty bad that leaves me thinking, when would a character ever want to make use of this? Some thoughts:

  • You have a 2-hit full attack (or more) by the time you can get this. Any time you use it you're giving up your potential second attack.
  • Full BAB characters generally don't have much trouble hitting with iterative #1 at Level 6+, so Strike True doesn't do much for them. 3/4 BAB characters get this pretty late but might get some value.
  • It only applies to melee, removing a niche use for people that want to have a chance to hit with backup ranged weapons.
  • +4 seems like a fairly small bonus considering the opportunity cost.

    Is there some kind of hidden use for this feat? Or is this mundane version of True Strike just a dud?


  • Pathfinder Starfinder Society Subscriber

    I'm having a bit of trouble with the vague wording of the Courage in a Bottle feat from Inner Sea Gods, and I thought I'd throw it to the Rules forum to see what you all thought.

    d20pfsrd "Courage in a Bottle" wrote:

    Prerequisite(s): Bravery class feature, worshiper of a deity of ale or celebrations.

    Benefit(s): While you are intoxicated, the bonus you gain from your bravery class feature increases by 2. If this increase grants you a total bonus of + 6 or higher against fear effects, you become immune to fear instead.

    d20pfsrd "Improved Bravery" wrote:

    Prerequisite(s): Cha 13, bravery class feature.

    Benefit(s): Add your bravery bonus against all mind-affecting effects instead of just against fear.

    So with Courage in a Bottle (CiaB) I would normally get a bonus on my bravery class feature. If I hit +6 total bonus, I "become immune to fear instead". What does that mean for feats that key off of the bravery bonus? For the purpose of Improved Bravery, does my bonus on Will saves vs. mind affecting become:

    +4, because the "instead" in CiaB refers to becoming immune instead of gaining the +2, so bravery stays at +4?

    +6, because the "instead" in CiaB refers to being immune to fear instead of having to make saves, but bravery still has gone up?

    +0, because the "instead" in CiaB refers to bravery making you immune to fear instead of granting any numerical bonus at all?

    Not sure if there is a clear cut answer to this one.


    Pathfinder Starfinder Society Subscriber

    While thinking about BAB, 9th level casting, and the differentiation between gish-like classes and their full casting brethren, I ended up considering the following:

    What if the full (9th level) casting classes were demoted to lower BAB progression?

    For core classes this would make Druid and Cleric 1/2 BAB progression and Sorcerer and Wizard 1/4 or 0 BAB progression.

    This further differentiates these classes from things like the Warpriest, Hunter, Magus, Bard etc. It also reins in the auto-hit nature of touch attacks at higher levels (touch ACs don't scale on average at higher CR, but the casters that use touch attacks gain BAB over time). It also may help to tone down the "do-everything" nature of some of these classes.

    My instinct is that this would be an unpopular change. But would it be good for the game?


    2 people marked this as FAQ candidate.
    Pathfinder Starfinder Society Subscriber

    I have a question that I think should be pretty straightforward and clear cut but I assume I'm massively overthinking it.

    The blurb on item mastery feats says the following:

    Item Mastery Feats wrote:

    Using an item mastery feat is a standard action that doesn't provoke attacks of opportunity, similar to activating a command word item, though you do not need to speak to use the feat. Creating these effects requires you to assault the existing magic of the item through your force of will and channel the item's inherent magic through your own body; this act is thus governed by the user's fortitude.

    All effects created by item mastery feats act as spell-like abilities and use your base attack bonus as the caster level.

    And the text within each of the item mastery feats includes the following text:

    Flight Mastery wrote:
    You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly.

    So... Is the person using the item mastery feat activating a spell-like ability? It seems like they obviously should be... after all, they make all the decisions for the ability. On the other hand, each mastery ability says that the item casts a spell, not the character. On top of that, the general text for item mastery feats says that they "act as spell-like abilities" not that they are spell like abilities.

    Building off this question, if these feats are granting specific spell-like abilities, do they allow you to meet feat prerequisites with those abilities? Specifically, I'm thinking of the Teleportation Mastery (grants Dimension Door) and qualifying for Dimensional Agility and its follow up feats.